World of Warships: Legends ship guide

Rasputin

Beta
U.S.S.R. · Tier V · Battleship · Premium
Secondary battleshipClose to secondary range and stack auto-fire with your main guns.
Playstyle
  • Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one he…
  • Avoid: Treating the super-heal as a license to push
Key characteristics
1.9 sigma accuracyStrong secondaries (5 km)High HE / fire outputFragileWeak AA
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Community Data

Rasputin Community Stats

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Playstyle

Overview

Rasputin is a Tier V Soviet battleship built around the super-heal: her Repair Party returns more HP per charge than any peer in the cohort, so her sustain is what lets her hold trades that other battleships would have to disengage from. Standout traits: best high-arc AP shells in T5 BBs (27.5°) and top-decile sensitive AP fuse in T5 BBs (51 mm).

Positioning

Anchor a flank at 12-15 km where the team can rotate behind you and where island cover is within one heal cycle. The super-heal lets you hold mid-range trades that a standard BB would lose, but only if you finish each trade before the next focus volley arrives; open-water trades faster than the heal cycles still drain HP net-negative.

Potato Avoidance

Treating the super-heal as a license to push

The Repair Party out-cycles what a standard BB can recover, but it does not out-cycle two flanks of focus fire at once. Spend the heal on absorbed damage from a trade you won, not on damage you took because you led the push alone.

Signature Traits

Super-heal

Repair Party heals 1.25%/s, best of T5 BBs. Restores more HP per active second than peers.

Thick bow plate

30.0 mm bow, best of T5 BBs. Harder for same-tier guns to overmatch.

Heavy citadel belt

400.0 mm citadel belt, best of T5 BBs. Citadels through angle are rare.

High-arc AP shells

27.5° impact angle at max range, best of T5 BBs. Lobs over island cover.

Slow acceleration

~42.0 s to 90% of top speed, worst of T5 BBs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Short gun range

15.4 km main battery reach, bottom decile of T5 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Rasputin

Rasputin is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Halloween '25 crate 1.5% Tier V Premium ship Event containers · Halloween '25 crate · 1 of 2 ships
Official WG availability sources
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Cohort position

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Where Rasputin sits among Tier V BBs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestRudder shift10.6 s (1/25) BestAP arming threshold51 mm (1/25) BestDisplacement28,500 t (1/25) BestRepair heal rate1.25 %/s (1/25) BestCitadel belt400 mm (1/24) BestBow armor30 mm (1/24) Top 10%Fires per minute8.8 (2/25) Top 10%Secondary range5.25 km (3/25) Top 25%Traverse-to-turn ratio4.03 × (6/25) Top 25%Sigma1.9 (6/25) Top 25%Max armor400 mm (7/25) Bottom 25%HE shell damage4,500 (23/25) Bottom 25%Secondary DPM (per side)142,500 (23/25) Bottom 25%AP velocity762 m/s (20/25) Bottom 25%Engine power30,000 hp (23/25) Bottom 25%Deck armor35 mm (19/24) Bottom 10%Hit points46,500 HP (24/25) Bottom 10%Turn-speed retention45.5 hp/m (24/25) WorstMain battery caliber305 mm (25/25) WorstMain battery range15.4 km (25/25) WorstAP shell damage8,600 (25/25) WorstAcceleration42 s (24/24) WorstAP fuse timer0.01 s (25/25) WorstAA DPS12 (25/25) WorstAA range3 km (1 of 2 tied) WorstAA threat18 (25/25) WorstRepair charges2 (1 of 2 tied)
See 17 mid-pack stats

Not standouts for Rasputin -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Max speed25 kt(13/25) Concealment14.42 km(16/25) Air detection11.53 km(16/25) Main battery reload27 s(16/25) HE fire chance33%(11/25) HE DPM120,000(11/25) AP DPM229,333(14/25) Main dispersion214 m(19/25) HE alpha1,900(10/24) Secondary fire chance9%(12/24) Secondary HE pen22 mm(13/24) HE velocity762 m/s(19/25) Power-to-weight1.05 hp/t(19/25) Stern armor25 mm(15/24) NormSecondary dispersion bracket57(20 of 25 tied at this value) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value)
Survivability
Hit Points46,500
Displacement28,500 t
Armor range6–400 mm
Plate armor thicknesses6, 16, 25, 30, 32, 35, 38, 50, 63, 75, 100, 150, 175, 200, 250, 270, 300, 400 mm
Armor material/layer entries51
Fire resistance23.3%
Fire duration60 s
Torp Reduction13%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
23,300
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
14,000
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels4 mounts / 12 barrels
Reload time30 s
Firing range15.4 km
Turret traverse4.5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1540030·1221000+2)·30=214m
214 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =214·0.6=128.4m
128.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =214·0.332(σ=1.9)=71m
71 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =128.4·0.332(σ=1.9)=42.6m
42.6 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ12 broadside guns x 60 / 30 s base reload = 24.
24
HE shells
HE Damage4,500
HE Velocity762 m/s
Fire Chance33%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 12 broadside guns = 54,000.
54,000
Base HE DPM
ƒ54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.
108,000
Base fires/min
ƒ12 HE shells x 60 / 30 s reload x 33% fire chance = 7.92.
7.92
AP shells
AP Damage8,600
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
620.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.2 km), where the shell has slowed to 381.1 m/s: P=107·2627·470.90.69·0.3051.07·381.11.38=238.5mm.
238.5 mm
AP full-salvo alpha
ƒ8,600 AP damage x 12 broadside guns = 103,200.
103,200
Base AP DPM
ƒ103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.
206,400
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
40
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.75) + (4×3.5×0.7) = 12. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
12
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
63.3 mm Model 19162×1 63mm
7.62 mm Maxim machine gun4×1 8mm
Far aura
DPS1
Range3 km
Near aura
DPS4
Range1 km
Total DPS in Aura
ƒFar 1 + Near 4 = 5
5
S
Secondary Battery
Mounts20
Firing range5.25 km
Shell Grouping (σ)1
Caliber130 mm
Reload time8 s
HE Damage1,900
Muzzle Velocity823 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5.25 km
ƒ5.25 km × 57 + 30 = 329.2 m.
329.2 m
Maneuverability
Engine moduleEngine: 30,000 hp
Engine power30,000 hp
Maximum speed25 kt
Turning circle radius660 m
Engine power-boost threshold7 kt
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (22.5 kt of 25). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(30,00028,500)0.42=1.0218; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=42s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
42 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (24.8 kt of 25). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=70.7s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
70.7 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·25.0·0.5144660=1.12°/s, so ratio=ωturretωhull=4.51.12=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea14.42 km
Detectability by air11.53 km
Smoke firing penalty11 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.42 km
Detect Fire Sea16.42 km
Detect Fire Air14.53 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 30 s reload · 15 s active
Repair Party2 charges · 80 s reload · 20 s active · 1.25% heal per second · 25% of max HP total heal
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.9
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp214 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15400}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 214\,\text{m}$
Max Vert Disp128.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 214 \cdot 0.6 = 128.4\,\text{m}$
Med Horiz Disp71 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 214 \cdot 0.332\;(\sigma = 1.9) = 71\,\text{m}$
Med Vert Disp42.6 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 128.4 \cdot 0.332\;(\sigma = 1.9) = 42.6\,\text{m}$
AP Pen Close620.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2627 \cdot 470.9^{0.69} \cdot 0.305^{-1.07} \cdot 762^{1.38} = 620.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far238.5 mm
Same formula at the ship's max firing range (19.2 km), where the shell has slowed to 381.1 m/s: $P = 10^{-7}\cdot 2627 \cdot 470.9^{0.69} \cdot 0.305^{-1.07} \cdot 381.1^{1.38} = 238.5\,\text{mm}$.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha54,000
4,500 HE damage x 12 broadside guns = 54,000.
AP full-salvo alpha103,200
8,600 AP damage x 12 broadside guns = 103,200.
Base HE DPM108,000
54,000 HE full-salvo alpha x 60 / 30 s base reload = 108,000.
Base AP DPM206,400
103,200 AP full-salvo alpha x 60 / 30 s base reload = 206,400.
Base shells/min24
12 broadside guns x 60 / 30 s base reload = 24.
Base fires/min7.92
12 HE shells x 60 / 30 s reload x 33% fire chance = 7.92.

AA defense

Close-range AA DPS12
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×0.75) + (4×3.5×0.7) = 12. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index18
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5.25 km329.2 m
5.25 km × 57 + 30 = 329.2 m.

Secondary battery firepower

Secondary DPM (per side)142,500
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 20×1 130 mm (10/side) × 60/8 × 1900 = 142,500. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen22 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 22 mm from the 130 mm family.

Armor Beta

Hull HP 46,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern30 mm

Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.

Belt / citadel270 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 25–200 mm)2,100 (5% of HP)
Overmatch not possible at T VIAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)100 mm primary (range 16–300 mm)34,900 (75% of HP)
No common caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–200 mm)1,600 (3% of HP)
Overmatched by 380mm+ (Bayern, Gneisenau)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel270 mm primary (range 25–400 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure6 mm primary (range 6–400 mm)200 (0% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP23,300 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (130 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (63 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP14,000 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Rasputin. Cards are condensed; use each source link for full context.

Buff ×8Main Battery ×2Torpedo ×1
2025-10-02

Halloween Update: Misty Voyage

  • Secondary battery firing range increased from 4 to 5.25 km.
  • Secondary battery reload time reduced from 12 to 8 seconds.
  • Armor buff:
  • Bow and stern armor plating increased from 19 to 25 mm.
  • Torpedo bulge armor plating increased from 25 to 32 mm.
  • Casemate armor increased from 75 to 100 mm.
  • Citadel side armor increased from 13 to 32 mm.
  • Superstructure plating thickness increased from 13 to 16 mm.
Read the full official post
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